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Posted by Brian Cryer on August 16, 2007, 4:32 am
We have an in-house application that generates a series of overlapping
triangles (thousands) and then traces round the edge of these (and displays
the results as an overlay on a map). The tracing algorithm isn't
particularly fast and was developed by someone who left the company years
ago. I was wondering if there are established algorithms for this type of
thing - because I would like to investigate alternatives to see if I can
speed up what we currently do.

TIA.



Posted by Dave Eberly on August 16, 2007, 10:55 am
> We have an in-house application that generates a series of overlapping
> triangles (thousands) and then traces round the edge of these (and
> displays the results as an overlay on a map). The tracing algorithm isn't
> particularly fast and was developed by someone who left the company years
> ago. I was wondering if there are established algorithms for this type of
> thing - because I would like to investigate alternatives to see if I can
> speed up what we currently do.

http://www.geometrictools.com/SampleFoundation/MeshEnvelope/MeshEnvelope.html

The application is currently configured to use exact arithmetic for robust
calculations, but it may be easily switched to using fixed-precision
floating-point arithmetic.

The bottleneck in such an algorithm is determining all the edge-edge
intersections of the triangles. My implementation uses a sweep
method to keep this cost to a minimum (file CreateEnvelope.cpp,
function UpdateAllEdges).

--
Dave Eberly
http://www.geometrictools.com



Posted by Brian Cryer on August 17, 2007, 5:54 am
>> We have an in-house application that generates a series of overlapping
>> triangles (thousands) and then traces round the edge of these (and
>> displays the results as an overlay on a map). The tracing algorithm isn't
>> particularly fast and was developed by someone who left the company years
>> ago. I was wondering if there are established algorithms for this type of
>> thing - because I would like to investigate alternatives to see if I can
>> speed up what we currently do.
> http://www.geometrictools.com/SampleFoundation/MeshEnvelope/MeshEnvelope.html
> The application is currently configured to use exact arithmetic for robust
> calculations, but it may be easily switched to using fixed-precision
> floating-point arithmetic.
> The bottleneck in such an algorithm is determining all the edge-edge
> intersections of the triangles. My implementation uses a sweep
> method to keep this cost to a minimum (file CreateEnvelope.cpp,
> function UpdateAllEdges).

Thank you Dave. I'm off for a few days but once I'm back I'll take a long
hard look at this.